Unfortunately I also disappoint in that way as well. I haven’t done much (nothing game-like) and need help myself. I’m not even sure if I want Raylib or if something like SFML or SDL (or some other Linux-friendly framework) would be better for polygon features.
The relevant code here actually doesn’t really depend on Raylib at all (aside from producing the actual polygon itself), it just reads a file and creates a sequence of Vector2 values. Also, it’s in Nim-lang, but here’s a screenshot of (most of) the code if interested. (also a while before this I’ve also made a similar thing that loads basic game-book pages (story, button names, button descriptions, buttons open linked page) aka CYOA, though I couldn’t really create actual content for it to test/develop it further)
Also I’d probably be trying to use Godot 4 if the Nim-lang bindings were there, particularly because polygons (see this animated eye made in Godot 4, or this meme frame made in Godot 3).
That’s cool anyway, I never tried any “low level” graphics, so it looks rather magic to me, also because it’s Nim, which I know only by name and hipster blogposts/videos (can I add it to my resume after 100 seconds?)
That’s cool anyway, I never tried any “low level” graphics, so it looks rather magic to me
I wouldn’t say what I’ve done is low-level (especially with <20 lines of code and not OpenGL-level stuff), and Nim offers functions that makes stuff easier. Certainly you can do low-level stuff with Nim, but I’m interested in it because I don’t think I could do C/C++ stuff (at least not how it normally looks) but I still want performance/flexibility.
I wish for Godot to keep growing, maybe then bindings for niche languages will be improved as well
There are actually production-ready Nim bindings for 3.X, but 4.X uses a different system (supposedly better for integration of compiled languages) and the makers of the old bindings didn’t want to do a new effort. Multiple individuals are/were working on it, but 4.0 was released a while ago. And understandably it’s a complex thing.
3.X vs 4.X is a big enough jump for me that it doesn’t really make sense to just use 3.X.
If you can teach me Raylib than I consider myself rizzed up
Unfortunately I also disappoint in that way as well. I haven’t done much (nothing game-like) and need help myself. I’m not even sure if I want Raylib or if something like SFML or SDL (or some other Linux-friendly framework) would be better for polygon features.
The relevant code here actually doesn’t really depend on Raylib at all (aside from producing the actual polygon itself), it just reads a file and creates a sequence of Vector2 values. Also, it’s in Nim-lang, but here’s a screenshot of (most of) the code if interested. (also a while before this I’ve also made a similar thing that loads basic game-book pages (story, button names, button descriptions, buttons open linked page) aka CYOA, though I couldn’t really create actual content for it to test/develop it further)
Also I’d probably be trying to use Godot 4 if the Nim-lang bindings were there, particularly because polygons (see this animated eye made in Godot 4, or this meme frame made in Godot 3).
That’s cool anyway, I never tried any “low level” graphics, so it looks rather magic to me, also because it’s Nim, which I know only by name and hipster blogposts/videos (can I add it to my resume after 100 seconds?)
That’s hilarious and totally rad, all I can say is I wish for Godot to keep growing, maybe then bindings for niche languages will be improved as well
I wouldn’t say what I’ve done is low-level (especially with <20 lines of code and not OpenGL-level stuff), and Nim offers functions that makes stuff easier. Certainly you can do low-level stuff with Nim, but I’m interested in it because I don’t think I could do C/C++ stuff (at least not how it normally looks) but I still want performance/flexibility.
There are actually production-ready Nim bindings for 3.X, but 4.X uses a different system (supposedly better for integration of compiled languages) and the makers of the old bindings didn’t want to do a new effort. Multiple individuals are/were working on it, but 4.0 was released a while ago. And understandably it’s a complex thing.
3.X vs 4.X is a big enough jump for me that it doesn’t really make sense to just use 3.X.